This season release includes the long awaited Day/Night & Time of Day system, a pair of free tracks, two new cars, and a host of updates, features, and fixes for your iRacing enjoyment. We hope to see you out on the track!

– A new Home section has been added featuring the latest news, promotions, and popular Official and User-Created Races. – – Read news articles and announcements from iRacing. – – View available series and sales promotions. – – Join the most popular Official and User-Created Races all from one place.

– The Leagues section of the iRacing BETA Interface has been unlocked! – – Full league management functionality, as on the Membersite Leagues pages, is now available through the iRacing BETA Interface!

– A new Help and Support section has been added to the status bar with information and helpful links to support.

– The Create a Race interface has been improved. – – First, a user will be able to adjust the Car, Track, and Climate. Then, all Race Details are displayed together on their own page. A user may move back and forth between these sections as needed. – – New “Reset” and “Last Settings” buttons have been added. – – – Reset will clear all selected content and settings. – – – Last Settings will load the last successfully hosted session information to all fields.

– Active Sessions are now visible for User-Created Races. A user may Spectate, Spot, Crew, or start a Time Trial any Session that is actively running. – – Viewing Active Sessions can be toggled on and off. Click on the “Show Running Sessions” toggle next to the view buttons.

– Test Drive is now available as an option from any Session. – – A Test Drive button will now always be displayed for all Sessions, which will launch a Test Drive session using the information from the session you are viewing. This includes all Official Races and all User-Created Races.

– Season and Series ID is now visible in the interface. – – Click on a Series, then click on “Series Info” to view this information.

– The track list will now by default only display the list of tracks, instead of a list of all tracks and all of their configurations listed out. Once a track is selected, you may select an individual config. – – An option has been added so that you may toggle between having the track list display the list of tracks or having the track list show all tracks and all of their configurations listed out.

– The status bar at the top of the screen now features a tinted background for ease of legibility and use when the Interface is scrolled down.

– The iRacing Paint Shop within the iRacing BETA Interface should now be better at remembering when changes are made to cars.

– The iRacing BETA Interface now has an active display of all authenticated connections for your account, with verbose information about the connections, and the ability to manually disconnect remote, active connections.

– The settings panel now has a button to sign out your authenticated connection, plus all other (in)active connections, whether remember me has been selected or not.

– Page content will now fill more of the screen when the interface is scaled to 150% or less. – – This should improve the display of the iRacing BETA Interface on 27″ monitors.

– Fixed an issue where dropdown menus could appear under other content.

– Fixed issues where “invalid date” would display, or the year listed would incorrectly be 1969.

– Fixed an issue where the user was not returned to the last page they were on after exiting a Session.

– Fixed an issue where switching to/from table view and grid view, the Interface was not remembering which view a user was using the next time they returned to that page.

– Fixed an issue where the Interface was not remembering whenever the user chose to order content a certain way after navigating away and returning.

– Numerous other stability fixes; the iRacing BETA Interface should run smoother than ever!

iRacing Membersite

– The iRacing Membersite has been updated to allow for editing Sessions created via the iRacing BETA Interface. However, the user will be unable to edit settings that are only available when creating a Session through the iRacing BETA Interface.

– Various Day/Night & Time of Day information has been added to the Membersite: – – Sunrise and sunset times will be displayed for all sessions. – – Simulated start time will be displayed in the Session Info for Official and Hosted Sessions, and in the Race Results.

– A new and improved banner has been added to the top of the Membersite to launch the iRacing BETA Interface!

– Fixed an issue in the shopping cart where the hyperlink of a track added to your shopping cart from the iRacing BETA Interface was not linking to the proper track.

Series Special Event Races

– We have added a new feature which allows us to schedule Special Event Races for a Series within the normal season schedule. Each special event is a stand-alone racing event, and entry is based on championship points within the series. Championship Points awarded from such an event are not integrated back into the Series. – – We could, for example, schedule a single split race, that would be populated by drivers with the top N in Championship Points, either for a given race week, or the overall season. Or, we could have a “Week 12 Pro Race” automatically built into any given Series for the top 40 drivers, based on Championship Points in that Series during the Season, who show up for the given race time slot. The top 40 who show up based on season points would race. – – Championship Points earned from Special Event Races are stand-alone, and are not part of the regular Series standings. – – We will likely be demonstrating this feature during Week 13, and it may even include some prizes, so, stay tuned!

Dynamic Track

– Initialization of a track on the client is now influenced by how many laps have been driven (including carry-over between sessions). This will enable clients to enter a session without causing a dramatic change in the track appearance as the server updates come in.

– The maintenance of track temperatures between sessions, such as the heat added from cars during a Qualify session, will now carry-over and dissipate through the passage of simulated time between the end of one session and the start of the next. – – Previously it was assumed that enough time existed between sessions for the track to return to its equilibrium state at the start of each session. – – You may directly influence this through the new Day/Night & Time of Day settings. For example, setting your events to run consecutively will create more vehicle-generated heat buildup throughout your event than having each session start four hours after each other.

Day/Night & Time of Day

– The Simulator now generates dynamic skies that change as time passes. The sun’s motion in the sky is accurate for the selected event location, date, and time. As the sun and cloud cover move, the lighting in the simulated environment changes to match the sky. – – The generated sky will change as time elapses for all Sessions of all types, except for old Replays, Time Trials, and Time Attack Sessions, where conditions are frozen by design.

– The shadows cast by static objects, such as buildings, trees, and grandstands, now move over time to match the sun’s angle. – – These shadows also influence the dynamic track’s temperature where they are cast over time.

– Regular Season and Hosted events now specify a specific starting date and time for the event. – – A user may only select a day of the year for the start of an event that is within the normal range of dates during which the real-world track would be open for on-track activities. – – – The default starting date for a Hosted session is a reasonable date in late Spring. – – Each Session within a Regular Season or Hosted event (Practice, Qualify, Race, Heat, etc.) also has a specific start time within a 36 hour window relative to the starting date and time of the event. For example, you may create a Hosted Session that features an early morning Practice, followed by a twilight Qualify, followed by a sunrise Race. The default option is to run each session consecutively, so that as soon as one finishes, the next one will begin in real-time. – – For Heat Racing Sessions, a user may only specify the specific start times for the first Session within each block of sessions. For example, you can specify the start time for the first Heat race, but not for each subsequent Heat race. A user may also specify the start time for the first Consolation race, but not for each subsequent Consolation race.

– When selecting the date and time for an event, the local time zone for the selected track is used. – – Daylight Saving Time adjustments are taken into account when specifying the event start date and time. However, if a session runs through a time change point, the in-session date and time clock will not adjust for this.

– Event starting times may still be specified using generic presets: Sunrise, Morning, Afternoon, Late Afternoon, Sunset, and Night; or a user may specify a precise time at the track, such as 3:30pm. – – When using the generic presets, the event start time positions the sun at a specific altitude above the horizon to match the generic term. – – – Sunrise sets the start time such that the sun begins about 0 degrees above the eastern horizon. – – – Morning sets the start time such that the sun begins about 20 degrees above the eastern horizon. – – – Afternoon sets the start time such that the sun begins about 58 degrees above the western horizon. – – – Late Afternoon sets the start time such that the sun begins about 15 degrees above the western horizon. – – – Sunset sets the start time such that the sun begins about 0 degrees below the western horizon. – – – Night sets the start time such that the sun begins about 20 degrees below the western horizon.

– Tracks that have night lighting (ie: any of the iRacing tracks for which a user has been able to select a “Night” event at before) will switch to “Night Mode” during the sunset/twilight phase, and the stadium lights will switch on. These lights will turn off during sunrise. – – Tracks without night lighting will still function using the Day/Night & Time of Day system, however they will get darker and darker until they are nearly pitch black. We do not recommend driving cars without headlights at these tracks past sunset. – – – As a special bonus, with this 2019 Season 1 Release, Circuit des 24 Heures du Mans has been updated to feature Night Mode!

– The speed at which the sun moves across the sky may be altered. – – For example, an entire simulated day can occur within a 3 hour session. This “accelerated time” only affects the sun itself and how it changes the temperature of the day or night. Weather, cloud cover, etc. are not effected by the accelerated time. – – When creating a Session, you may specify 1x, 2x, 4x, or 8x speed for the sun. Please note, the track surface temperatures may not keep up as accurately with a highly accelerated sun as they would at normal speed.

– The Simulation will display the simulated day of the week and wall-clock time in the F1 Black Box, and it will display the simulated date and time on the Replay screen. – – While in a session where the sun’s motion is sped up, the wall-clock date/time values will advance at the appropriate rate, and will include the appropriate “2x”, “4x”, or “8x” sun-motion-factor indicator. – – In Time Trial and Time Attack Sessions, since the sun position is fixed, these simulation-world date/time values are also fixed, and will include a “0x” sun-motion-factor indicator.

– Clouds now cast shadows, and these shadows update dynamically as the clouds and the sun move as time passes. Each cloud shadow effects the dynamic track surface temperatures. – – When using Specified Weather for an event, the event will start at the specified temperature, but may drift up or down a few degrees depending on the time of day and the duration of the session. – – Please note, when building fixed racing setups, expect at least some track and air temperature variance during sessions.

– Temperature, relative humidity, wind speed, and other weather values will change as time elapses during a session. – – Currently, these changes are very minimal, and using Generated Weather will allow for slightly more variation during a Session than using Specified Weather. A new weather system is currently in development which will allow the sky conditions to change during the session (ie: clear to overcast, etc,) and will result in far more dynamic weather throughout an event.

– New “Sky Detail” Graphics Options have been added! – – These settings control how many frames are used to update the sky. Low Detail spreads the work out over more frames, so the sky updates may appear jumpy, but the frame rate will be higher. High Detail does more work per frame so the updates are more frequent, but this can adversely affect frame rate. Medium Detail is an average compromise.

– You must use the iRacing BETA Interface in order to access all of the Day/Night & Time of Day settings that are now available. However, the system will still operate correctly in Sessions created and joined via the classic Membersite.

– Old saved Replays will now load up with a generated sky instead of the static skyboxes of the past. The sun position and sky conditions will attempt to match the conditions of the original replay to the best of their ability, within reason. The sky will then remain fixed while the Replay runs.

Driving Aids

– The Auto-Start Aid is now optional, you can turn it off if you want to manually start your engine when you get into the car. This will be forced to OFF if you map your ignition to an ON/OFF toggle switch.

– The Auto-Start Aid and Auto-Clean Visor Aid are now allowed when using Touch/Tilt Driving.

Rallycross

– Track-config specific setups have been added to a variety of the Rallycross vehicles.

Hybrid Power Units

– The PID auto-deployment system now re-calculates the control variable (EOS % offset) multiple times per lap.

– Adjusted the hybrid system to include the manual deployment offset that compensates for the requirement of a non-zero base value from the refline calculations.

– Updated the refline calculations for hybrids that reduces placement of end-of-straight markers due to cornering drag. The system needs to see 6 consecutive segments with a drop in speed before it will place an EOS marker.

– Additional updates to the auto-tuner. The aim with these changes is to achieve greater stability – slower to converge, but less variation once it gets there.

– Updated the engine system to account for the Porsche 919 harvesting more energy than it may legally deploy at Le Mans.

– Fixed a bug where the battery state of charge was not correctly being carried over between driver changes.

Crowds

– The crowd system has been rebuilt from the ground up to significantly improve both appearance and performance. In the previous system, crowd members would only be seen facing the camera directly from the front or directly from the rear. With this new system, crowd members now render from 360 degrees and face towards the racing action, rather than towards the viewer’s camera.

– Each crowd member is rendered from a high fidelity 3D model to a texture with four times the amount of pixels than previously. This results in a crisp, high resolution appearance with accurate normal maps and lighting in the Simulator. The variety of crowd appearance has also increased, with over 33% more unique people than before.

– Each crowd member is also now an instanced object, and each race fan takes advantage of this technology to reduce their memory usage and rendering time.

Paint Kit

– The texture size for all helmet patterns has been increased from 512×512 to 1024×1024.

– Radical and SimSpeed sponsors have been updated.

Options

– All in-car controls not currently in use will no longer be displayed in the Options screen.

– Some Options and Replay Options screen items have been rearranged and adjusted: – – A Sky/Cloud Detail setting has been added to the Options screen. – – The Virtual Mirror setting has been removed from the Replay Options screen. – – The Far Terrain and Tri-linear Filtering options have been removed from the Options and Replay Options screens; these options are still available for adjustment in the “.ini” file.

Controls

– Support has been added for mapping an ON/OFF switch to some toggle controls, that is a switch that remains ON or OFF rather than just a momentary toggle.

– A checkbox has been added to the Option Screen to disable the Auto-Starter Aid that starts your car when you enter the driver’s seat. – – By default, this checkbox is OFF. – – The ignition will no longer fire when you trigger the starter, a driver must manually turn on the ignition if you want to run the starter. – – – The Default Ignition option is set to OFF if the Auto-Start is disabled.

– Support has been added for the new QAxis control type. This is a rotary knob that acts as a sequential series of buttons. If the knob has more positions then the states in the item we are attempting to control then each detent on the knob will be mapped 1:1 to the states. – – For example if the throttle map has 3 possible options, but your knob has 12 positions, then positions 1, 2, and 3 will adjust the throttle mapping, rather than forcing you to rotate the knob through its full range as you would with an analog knob. If there are more states then positions for the knob, then we will spread them out as best we can, skipping some intermediate states. – – Any hardware developer wanting to add a QAxis knob to there controller needs to ensure that the button defines are in sequential order. So a 4 position knob could use buttons 12, 13, 14, 15, but could not use buttons 12, 14, 13, 7. More details on this will be posted to the hardware forums. – – The Fanatec CSL Elite McLaren GT3 rim is currently the only rim that ships with support for QAxis rotary knobs, however new rims are expected to be released later this year.

– A calibration wizard has been added to the in-car controls to simplify the process of setting them.

– All F7/F8 black box widgets now have a corresponding map-able control.

– Control calibration improvements have been made, including the enforcement of expected control type when calibrating. This will prevent users from mapping a button to an analog slot by accident.

Admin Commands

– Admins are now allowed to throw a Caution, even when the event has cautions set to “OFF”. – – For all intents and purposes, this option now means that when cautions are turned off for an event, iRacing Race Control does not throw Cautions, but an Admin may.

Force Feedback

– The force feedback setup screen has been reorganized to better support direct drive wheels. – – Force units have been rescaled so that linear and non-linear are using the same unit scale. – – Clicking on the Strength value will toggle between iRacing units and Newton meters. – – A new Wheel Force slider has been added. – – – Set this to the peak force of your wheel to help keep the auto function from overdriving your wheel. This also rescales the strength slider so you can not manually oversaturate the wheel on accident. This is only beneficial for users with wheels that are as strong or stronger than the force feedback we are getting from the physics (about 10 Nm or greater), so do not worry about setting it perfectly if you have a belt or gear drive wheel. – – “Dampen Oscillations” has been renamed “Reduce Force When Parked” to better reflect what this option does. Also, the default value for this setting has been reduced to 33% from 50%. – – The default endstops have been softened from 15 degrees to 45 degrees. – – A hard knee has been added that reduces forces above 80 Nm by 80% and clips forces above 120 Nm. – – – This should make running into a wall safer without completely destroying the signal. – – Mouse-over tooltip help has been added to all force feedback settings.

– Helper text for racing wheel settings has been updated.

Replay

– A pair of settings have been added in the [Replay] section of the “app.ini” file to control how many seconds from the end of the tape Replay playback begins when exiting the car. One setting is for driver swap events, and the other is for non-team events.

– The “FF to End” behavior has been optimized to reduce system load, and to maintain Live Mode viewing when a new session begins.

Oculus Rift

– Rift HMD 1.3.2 support has been migrated to Oculus SDK 1.26.0.

EasyAnti Cheat

– A new version of the EAC application has been integrated into iRacing.

CARS:

Audi R18

– Users may now adjust the lengths of bump rubbers on the heave elements.

– Reduced the maximum packer length for the front heave element to 40mm.

Audi R8 LMS GT3

– A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.

BMW Z4 GT3

– Brake Bias may now be adjusted in the garage during events with Fixed Setups.

– A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.

Chevrolet Corvette C7 Daytona Prototype

– On-board audio improvements have been made to the engine, gear shifts, backfires, and ignition sounds, and a new pneumatic compressor sound has been added.

– A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.

Dallara DW12

– This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once.

– Idling fuel consumption has been reduced.

– Pit limiter sound levels have been reduced.

Dallara F3

– NEW CAR! – – The Dallara F3 is now available for purchase and use on the track! – – – The Dallara F3 car is raced in one of the most successful racing series in the world, Formula 3. It’s a development series for up and coming drivers in Europe, the United States, Asia and Australia and has seen many a high profile driver move to the top ranks of open wheel racing in Formula One and IndyCar. Raced in spec series, the F3 car was designed for young drivers to move their way up through the ranks of open wheel racing. Racing an F3 car is often the first venture into professional level racing for young amateurs. – – Purchase your Dallara F3 from the iRacing store, right here: http://members.iracing.com/membersite/member/CarDetail.do?carid=106

Dallara IR18

– This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once.

– Idling fuel consumption has been reduced.

– Gear shift sounds have been improved and the pit limiter sound levels have been reduced.

– Season setups have been updated.

Dirt Late Model

– (ALL) – The damage model has been adjusted to reduce performance losses from side and rear impacts slightly.

– (PRO & SUPER) – Season setups have been updated.

Dirt Midget

– Driveline losses have been adjusted to tame wheel stands at Kokomo.

Dirt Sprint Car Non-Winged

– (360) – Season setups have been updated.

Dirt Street Stock

– Removed a duplicate brake bias bar that appeared when the brake bias bar was rotated.

Ferrari 488 GT3

– Brake Bias may now be adjusted in the garage during events with Fixed Setups.

– Brake Bias may now be adjusted in the garage during events with Fixed Setups.

Ford GT – 2017

– Brake Bias may now be adjusted in the garage during events with Fixed Setups.

– A compressor shift sound will now trigger every time there is an up-shift from Neutral to 1st Gear.

– Season setups have been updated.

Ford GT GT3

– Brake Bias may now be adjusted in the garage during events with Fixed Setups.

Formula Renault 2.0

– Garage layout and notes have been updated.

Formula Renault 3.5

– NEW CAR! – – The Formula Renault 3.5 is now available for purchase and use on the track! – – – The (much) bigger brother of the Formula Renault 2.0, the FR3.5 is the perfect fit in the iRacing open wheel ladder system. The open cockpit, V8 powered cars, were traditionally a stepping stone for many drivers who were pursuing careers in Formula One. Featuring a spec chassis and spec motor, the cars allowed drivers to showcase their skills and hopefully get noticed by a Formula One team. The normally aspirated V8 motors produce 530 bhp and the large wings, both front and rear, provide large amounts of downforce and grip. Some say the FR3.5 sounds like a Formula One car should, or at least used to, before they moved to the turbo/hybrid power units. – – Purchase your Formula Renault 3.5 from the iRacing store, right here: http://members.iracing.com/membersite/member/CarDetail.do?carid=105

– Brake Bias may now be adjusted in the garage during events with Fixed Setups.

– Tires will now correctly disappear when changed during a pitstop.

Porsche 919 Hybrid

– 2019 Season 1 LMP1 BoP Changes: MGU-H harvesting rate has been slightly reduced to balance the LMP1 cars on tracks with long straightaways.

– Tires will now correctly disappear when changed during a pitstop.

Pro Mazda

– Season setups have been updated.

Radical SR8

– Radical logos have been updated.

– Season setups have been updated.

Ruf RT 12R

– Season setups have been updated.

Silver Crown

– Season setups have been updated.

Sprint Car

– Season setups have been updated.

Street Stock

– Maximum front spring stiffness range has been increased to 2500 lb/in to help at high load tracks.

– Fixed an issue with install stiffness.

– Season setups have been updated.

Super Late Model

– Season setups have been updated.

Williams-Toyota FW31

– This vehicle now has a single checkbox for changing all tires at once. – – A new pit command, “#t” has also been added for toggling all tires at once.

– Standing start rev limit has been set to 12k RPM in N and 1st gear, just like the real car.

– Rev override is now adjustable in the garage.

TRACKS:

Atlanta Motor Speedway

– (Rallycross Long) – Tire barriers have been added to this configuration to prevent gaining time by driving through the grass around the jump.

– (Rallycross Long) – Adjusted the levels of compact and loose dirt in the starting area, and fixed an issue with the 3rd place starting grid position.

Charlotte Motor Speedway

– NEW UPDATED TRACK! – – Charlotte Motor Speedway, a newly updated asphalt oval and road track, has been granted to all iRacing Members for FREE! – – This track currently features one track configuration: – – – Roval – – Additional track configurations are planned for release at a later date. – – The Charlotte Motor Speedway built a new infield road course, designed specifically for NASCAR competition, in 2018. It utilizes nearly all of the 1.5 mile oval as well as newly built infield portion, thus the name Roval (Road/Oval). The Roval configuration is a 17-turn, 2.28 mile track that challenges the best of drivers and team. Car setups are typically compromises, a car good on the oval may not be so good in the infield and vice versa so drivers and crew chiefs have to decide what matters most to them. Two chicanes, one on the back straight and one just before the start finish line, make for some exciting passing opportunities as competitors can attempt to out brake each other. The Charlotte Roval is a unique infield road course that has already proven to be an exciting venue since its NASCAR debut in 2018.

– This track has been added to the default iRacing content, and is now FREE for all iRacing Members!

Charlotte Motor Speedway – 2016

– The track formerly known as Charlotte Motor Speedway has been renamed Charlotte Motor Speedway – 2016 to make room for the updated version of this real-world track location.

Circuit des 24 Heures du Mans

– Night lighting has been fully implemented at this track! – – Now, when this track is selected to run at Night, or the new Day/Night & Time of Day system transitions to or from night, all track lights, reflectors, and environment lighting will work correctly and seamlessly!

Circuit of the Americas

– Several terrain seams have been fixed.

Indianapolis Motor Speedway

– (IndyCar Oval) – Pit stall positions have been shifted slightly.

Tsukuba Circuit

– NEW TRACK! – – Tsukuba Circuit, a brand new asphalt road track, has been granted to all iRacing Members for FREE! – – This track currently features seven track configurations: – – – 1000 Full – – – 1000 Outer – – – 1000 Chicane – – – 1000 Reverse – – – 2000 Full – – – 2000 Moto – – – 2000 Short – – Tsukuba Circuit, located in Japan, was built in 1970 and is known for hosting sports car, open wheel and motorcycle races – and most notably Time Attack competitions. There are two main configurations, Course 1000 and Course 2000, with multiple variations of both. This makes the track a perfect fit for the iRacing base package as it can be used in multiple series without becoming repetitive. Course 2000 is just over 2 KM in length and features 14 turns. Course 1000 is approximately 1 KM and has 11 turns. While the two main configurations share the same facilities, they are completely independent of each other and don’t share any racing surface. The tracks proximity to Tokyo, Japan has made it extremely popular with local car tuners who compete in Time Attack competitions. Expect to see Tsukuba Circuit feature in both race series and time attack competitions on iRacing.

– This track has been added to the default iRacing content, and is now FREE for all iRacing Members!

18 months have past since any news relating to the GTR 3 Franchise. That silence has ended now, with word that the upcoming sim racer will be on the ground at Gamescom 2018 later this month.

Rather surprisingly, the news doesn’t come from developer SimBin itself. Instead, it comes from Catalyst Games, a Liverpool-based video game production outsourcing company. Rather conveniently, that’s the same city SimBin finds itself in.

The tweet reveals that GTR 3 will recreate the FIA World Endurance Championship. What’s interesting is that the 911 GT3 R in the picture doesn’t actually run in the WEC; that’d be the mid-engined 911 RSR. The two cars — The Racing Group’s No. 991 and the No. 9 Gulf Racing machine — competed in IMSA WeatherTech SCC and Super GT, respectively. This could suggest multiple series will at least be partially represented.

Regardless, the focus on the WEC puts the Unreal Engine 4-powered racer in a similar space to Assetto Corsa Competizione. Kunos’ upcoming title, which runs on the same engine, will put the Blancpain GT series in the spotlight when it hits Early Access September 12.

Both racers will feature full 24-hour time of day transitions. One important difference, however, is platform. SimBin is targeting both PC and consoles for GTR 3, whereas ACC is currently PC-only (though that could very well change).

iRacing deployed a brand new build of their online racing service featuring some impressive new content.

Besides a host of updates, features, and fixes, this update brings us two state of the art modern endurance Le Mans Prototypes in the form of the Porsche 919 Hybrid and the Audi R18 e-tron Quatrro.

Both cars will be deployed in an iRacing LeMans Series, which will run 60-90 minute races every two hours with a 12-week schedule. Then there is also the new team-based iRacing Lemans Endurance Series which features an LMP2 and GTE Class. This series will run 6-hour endurance sessions every other week with 2-time slots. Saturday at 7:00GMT and Saturday at 19:00GMT.

In time for this years iRacing Indy 500, the new build deploys the 2018 spec Dallara IR18. iRacing members who have already purchased the existing DW12 Indy car in the last six months will receive a full credit of $11.95 and that all iRacing members will receive the existing DW12 Indycar as free content.

The 2018 season 2 build also features some new tracks. The Dirt Track at Charlotte, the Sonoma Raceway Rallycross layout, theLimaland Motorsports Park dirt oval and an upgraded version of Pocono Raceway are now available.

highlights include:

Additional functionality and performance enhancements for the iRacing BETA Interface

Custom Car Classes

Extensive Rallycross Race Control updates

Complete hand-over-hand animations for all vehicles

Brand new crowd system

Audi R18

Dallara IR18

Porsche 919 Hybrid

The Dirt Track at Charlotte

Limaland Motorsports Park

Pocono Raceway track upgrade

Sonoma Raceway (Rallycross)

Full 2018 Season 2 Changelog:

Racing BETA Interface

– Some extensive background system updates have been completed for the iRacing BETA Interface to greatly enhance the speed, responsiveness, and stability of the application.

– Fixed Setups are now available when creating Hosted Sessions! – – When making the vehicle selection, you can activate the “Fixed Setup” switch near the top-right corner of the vehicle. – – – This allows you to select or upload the Setups to be used for the Hosted Session.

– Spectator Sessions are now available for Official Races! – – Activate the “Show Running Sessions” switch near the top-right in the “Official Races” section of the interface. Then, click on one of the running races, and click the “Watch”, “Spot”, or “Crew”, buttons to start that activity for that session. – – Individual spotter settings and spotter passwords remain in development, and will be coming soon.

– An additional “Download” button has been added at the top of the Updater menu screen, so you can start downloads even faster!

– Additional indicators for when the iRacing BETA Interface is loading and/or processing information have been added.

– The Time Attack Launch screen now features an “Overall” view.

– The Time Attack Results screen now always shows your current position at the top, if you have one. – – Click directly on it to jump to your row in the Results table!

– The Time Attack Results screen now features “Go to Beginning” and “Go to End” paging buttons.

– Improved support for scaling the iRacing BETA Interface.

– Improved support for the use of 4K (UHD) monitors. – – If we detect you are using a 4K (UHD) display, you will get a prompt asking if you want to enable 4K Mode. – – – If you ignore the prompt, or if you click “Don’t show me this again,” you can enable 4K Mode by opening the Settings Menu and clicking “Enable 4K Mode.”

– The system for painting the Primary Sponsor has been improved.

– Fixed an issue where using the Test Drive function for a Race Series during Week 1 would not work correctly.

– Fixed the usage of plurals (-s, or -es).

– Fixed some text bugs.

Hosted Sessions

– Car Classes can now be selected when creating a hosted race. – – Sessions are still limited to a total of 6 unique cars per session, and car classes can contain from 1 to 6 cars. The car class selections are grouped by the number of cars in the class. – – – Car classes are represented as tabs in the interface, so only the cars for the selected car class are displayed. – – This feature is currently only available on the Classic Membersite, not on the iRacing BETA Interface yet.

Custom Car Classes

– You are now able to create and edit your own Custom Car Classes for Hosted Sessions! – – When selecting the “Use Car Classes” Option when creating a Hosted Session, a new link called “Create New Car Class…” is now displayed above the Car Class tabs. This link brings up a dialog where you can enter a name for the Custom Car Class and select a group of cars for that Custom Car Class. For “Rel. Speed” (Relative Speed), there is a suggested value displayed, which is the average of all the selected cars, but any number between 0 and 200 can be used. – – – Rel. Speed values for Car Classes are hidden unless the “Grid Together” option is selected. – – The Car Class dropdowns will now display iRacing’s Car Classes as well as any Custom Car Classes you have created. Custom Car Classes will include an asterisk (*) in the name. You can edit your Custom Car Classes by using the “Edit…” link, which is displayed when one of your Custom Car Classes is selected. This will bring up the same dialog used when creating a Custom Car Class. – – By using Custom Car Classes, anything about a Car Class can be changed, although it is not recommended to stray too far from the original purpose of the Car Class. – – Race Results from past races using a Custom Car Class will use the current name of the Custom Car Class that was used, not the name at the time of the event. – – This feature is currently only available on the Classic Membersite, not on the iRacing BETA Interface yet.

Race Sessions

– An indicator denoting that a final Race event is Official (Ranked) or Unofficial (Unranked) has been restored to the Session screen and its Info page. – The Popular Races list will now properly filter by Dirt Oval and Dirt Road.

Hosted Results

– The Date Range filter is now a primary filter, and it may not be deselected. This is to allow the most often viewed results to load faster. – – The “From” date defaults to 30 days in the past. – – The “To” date defaults to today. – – This filter allows a maximum span of 90 days.

Dynamic Track

– Some updates have been made to the debris throwing system. – – The physics for debris now utilize a new collision system. This should eliminate the ability for thrown particles to slip through walls, making their build-up more accurate.

Dirt

– Dirt heights across all areas of the track now allow for a greater possible range of dirt amounts. – – This will allow for both a greater build-up of dirt on the track, and allow for deeper digging-down of the dirt surface.

– Dirt cushion modeling has been greatly improved. – – This is a pretty big change to how dirt ovals behave as the tracks are worn in. With this update, the cornering force from the cushion and increased banking that naturally develops should be noticeably greater, and the outside should be faster as a result.

– The mean starting usage state for Dirt Oval Heat Races has been increased, and the variance of this value has also been increased slightly.

Rallycross

– The starting area for Rallycross tracks is now well defined for Race Control. – – The F3 Black Box now correctly sorts the cars on the starting grid. – The F3 Black Box is now aware of the starting area and the Joker Lap area when computing the time delta, and displaying information. – – Cars on the race path are always displayed as normal. – – Cars on the starting area are always dimmed, like cars in pit lane. – – Cars on the optional path(s) always have a cyan background color across their row. – The gained time rule can now deal with the Joker Lap, and should correctly maintain and track your yield status regardless of what path combination you take. – Race Lines have been adjusted on some Rallycross configurations to improve accuracy. – Excessive post-race penalty time is now converted to post-race lap penalties.

Lone Qualifying

– Fixed an issue where ghost effects and skids were showing up from other cars during these sessions.

Driver Swap

– iRating exchanges are now possible in scheduled driver-swap races. The Info tab on the Session screen will indicate whether or not iRating will be impacted by this particular team racing event. iRating exchanges in driver swap races are being enabled as of the deployment of 2018 Season 2 during the 13th week.

Hybrid Engines

– Hybrid system can no longer be deployed while pit speed limiter is active. – Hybrid system can no longer continue to deploy after the battery state-of-charge has been drawn down to zero.

Controls

– The Sim should now make better estimates for controller calibration when initially starting up the Simulation. – Joystick calibration routine has been adjusted to reduce the likelihood of a noisy joystick axis getting detected. – Improved the ability to map a multiple button press trigger to a single control response. – – For Example: Button A = Action 1 -and- Button A + Button B = Action 2 – Support for mapping actions to buttons that are permanently held down (for example a position switch that simulates pressing and holding a button), has been added. – – When mapping button controls, iRacing would normally watch for the “button release” event before mapping that input to the action. But in this case a user can hit “Enter” when mapping the control to accept the held-button (or switch position) in its current location.

Feedback

– Markers have been added to the driving control interface elements to indicate if you are dragging your brake or clutch. Markers will light up if there is any input at all on a control.

Spotter

– A new switch has been added to the [SPCC] section of the “app.ini” file, called “carLowHiAtStart” – – carLowHiAtStart=0 = Spotter “Car Low / High” calls are disabled for a short duration after the green. (Default functionality) – – carLowHiAtStart=1 = Spotter “Car Low / High” calls are enabled as soon as you get the green.

Driver Animation

– Hand-over-hand steering animations have now been completed for all cars! – – We have fully implemented driver hand animations for all iRacing vehicles.

Animated Pit Crew

– The pit crew members’ running routes have been adjusted slightly to minimize clipping through larger vehicles. – The pit crew members with a war wagon should now appear correctly on loaded replays. – Fixed an issue where the animated pit stop was not appearing correctly with team swaps. – Fixed an issue where the level-of-detail distances for some pit crew members was causing them to lose their heads. – Fixed an issue where the pit stop could break when driving in backwards.

Opponent Cars

– All opponent-controlled vehicles will now have their actual gear and RPMs displayed in their cockpits.

Crowds

– A new system has been created and implemented for crowds at all tracks! – – The folks in the stands should now appear more realistic than before. – – This system will function as follows depending on your Crowd Detail setting: – – – OFF = No crowds – – – LOW = The crowds display with front-faces only – – – MEDIUM = The crowds are in full attendance – – – HIGH = Additional 3D characters are added around the track

Rendering

– Fixed an issue where some tires were showing up as white-wall or chrome-wall. – Fixed an issue where grass track edges on dirt tracks could look too dark at night.

Paint Shop

– Fixed an issue that could cause unpainted cars to corrupt the texture cache.

Replay

– Performance improvements have been made to the mechanism used to prepare the replay world for playback. – – This change will be most noticeable when skipping around in a replay, getting out of the car in the Sim, and playing through a session change within a replay. The effect on the Skew (S) bar during these operations should now be greatly diminished.

Video Capture

– The video capture API has been updated. – The file format, “.MP4” is now the default file format for the video capture system.

Telemetry

– The old telemetry session string will now clear when launching a new session via the iRacing Beta Interface.

Peripherals

– Support has been added for LED rev lights on the new Thrustmaster TS-PC RACER Ferrari Challenge wheel. – The Fanatec Light API version has been updated to 3.2.

– NEW CAR! – – The Audi R18 has been added to the iRacing virtual garage! – – This is a Le Mans Prototype (LMP1-H) race car, and is now available for purchase in the iRacing Store. – – -The R18 etron quattro is a diesel Hybrid LMP1 prototype racecar that competed at the Le Mans 24 hour race and in the World Endurance Championship. It began its life as simple the R18 TDI – a diesel powered prototype racer, in 2011. As the rules of the series changed so to did the R18. The car evolved over time to incorporate hybrid technology in the form of KERS (Kinetic Energy Recovery System). The R18, in its varied forms, won the Le Mans 24 Hour four times and the WEC title twice (2012 & 2013). – – – http://members.iracing.com/membersite/member/CarDetail.do?carid=98

Audi R8 LMS GT3

– The range of toe settings has been expanded so target toe values may be achieved over a larger range of camber settings. – Driver seating position has been moved further back in the car. – – This change also alters the driver viewpoint.

BMW Z4 GT3

– Baseline setup has been adjusted so it can pass Tech with any fuel level.

Chevrolet Monte Carlo SS

– Season setups have been updated.

Dallara DW12

– All users who had purchased this vehicle within the past seven months will receive $11.95 in iRacing credits. This is to compensate for the release of the Dallara IR18 so soon after their investment. Thank you for your purchase!

– This vehicle has been added to the garage of all users! – – The Dallara DW12 is now considered part of the iRacing default content. – Max Travel of dampers will now always remain positive. – Honda logos have been removed from this vehicle. – Fixed an issue where the damaged version of the aero map could add downforce to either end of the vehicle instead of subtracting downforce.

Dallara IR18

– NEW CAR! – – The Dallara IR18 has been added to the iRacing virtual garage! – – This is the new IndyCar, and is now available for purchase in the iRacing Store. – – – Indycar’s latest generation car, the Dallara IR18, was designed to not only look better on track, but also improve the racing. All cars in the Verizon Indycar series will race with the same aero kit, designed and built by Dallara, regardless of the engine manufacturer they choose. This will make for closer racing, more opportunities for on-track passes and more exciting races overall. Featuring two distinctly different aero packages – one low downforce package for super speedways like Indianapolis and another high down force package for street and road courses. Under the hood the power plant remains at 2.2 liter turbocharged V6 that produces upwards of 700 bhp. – – – http://members.iracing.com/membersite/member/CarDetail.do?carid=99

Dirt Late Model

– (ALL) – Updated front bumpstop rate curves with more accurate data. – (ALL) – Updated shock lengths and positions using more accurate data. – (ALL) – Adjusted weight and inertia properties. Setups can now be more easily shared across all versions of the dirt late model. – (ALL) – Trimmed nose valence and door skirts in the solid model to more typical lengths and adjusted collision elements accordingly. – (ALL) – Adjusted collision elements in the nose and tail to allow closer racing per member suggestions and feedback. – (ALL) – The driver’s view position has been adjusted slightly. – (Limited) – Improved cockpit engine sounds. – (ALL) – Season setups have been updated.

Dirt Midget

– Two new iRacing paint schemes have been added to this vehicle. – Garage fuel ranges have been updated to include three settings. – – Lowest setting is for Qualification – – Middle setting is for Heats and Consolation races – – Highest setting is for Feature races. – The center of gravity location for this vehicle has been adjusted slightly. This change should make the car less prone to wheel stands and more stable down long straights and on corner entry. – Season setups have been updated.

Dirt Sprint Car

– (ALL) – Last season’s suspension update has been reverted. – (ALL) – Nose wing angle is now adjustable in the garage. – (ALL) – Garage fuel ranges have been updated to include three settings. – – Lowest setting is for Qualification – – Middle setting is for Heats and Consolation races – – Highest setting is for Feature races. – (ALL) – Rear collision elements have been adjusted to result in improved rear frame rail / ride height marker bottoming behavior upon contact with the track surface. – (ALL) – Adjusted the collision model of opponent cars. – (ALL) – Season setups have been updated.

Dirt Sprint Car Non-Winged

– (ALL) – Removed the ability to make in-car cockpit adjustments to shocks. – – 2018 USAC Rule Book 307-I: “Suspension adjustments by the driver from the cockpit will not be permitted.” – (ALL) – Garage fuel ranges have been updated to include three settings. – – Lowest setting is for Qualification – – Middle setting is for Heats and Consolation races – – Highest setting is for Feature races. – (410) – Mass and inertia properties have been adjusted. – (ALL) – Fixed a texture issue with the rollbars when the rock cage is removed. – (ALL) – Season setups have been updated.

Dirt Street Stock

– Rev limit has been increased from 6200 RPM to 6800 RPM. – – Season setups have been updated accordingly.

Dirt U.M.P. Modified

– Season setups have been updated.

Ford GT – 2017

– Fixed an issue where duplicate hub models were appearing when viewing from inside the cockpit.

Ford Mustang FR500S

– This car has been converted to now use PBR shaders.

– Fixed an issue where the mirrors were not using the correct aspect ratio.

Indycar Dallara circa 2011

– Honda logos have been removed from this vehicle.

McLaren MP4-30

– Hybrid control and deployment have been re-tooled. The existing deployment strategies have been replaced by a single strategy that is track-position aware. Deployment is completely cut when the car speed exceeds a fixed percent of the expected maximum speed on the current straightaway (end-of-straight or EOS speeds). – – There are two user modes: Automatic and Manual Trim. – – – In Automatic mode, the system calculates and applies an offset to the % EOS speed cut parameter that attempts to balance harvested and deployed electrical energy. Per the description, this mode requires no intervention from the driver – you simply get in and drive. – – – In Manual mode, the user specifies a Trim via the MFH knob (1 to 14), in 2% increments from -12% to +14%. Setting 7 applies a 0% trim. -ve offsets cut deployment at lower speeds, resulting in net energy savings while +ve offsets result in deployment cuts at higher speeds, draining the battery. Note that the base %EOS speed cut parameter and expected EOS speeds are generated using ref-line calculations that have been modified to handle hybrid power units (ref-line calcs are used for the driving line display and race control functions like applying track-cutting time penalties in real-time). – MGU-K power is now shown on the digital display. – A Qualifying mode has been added for MGU-K deployment. – Dynamic brake biasing and handling of MGU-K harvesting has been updated. – – The car is now much more stable at brake release, even with very aggressive re-gen setting. – The cure-based degradation and wear-based degradation of the tires has been increased. – – Please evaluate this change over the 7-10 days after release, and please provide us with feedback. If necessary, we will adjust this again before the start of the F1 WCS.

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR Camping World Toyota Tundra

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR K&N Pro Chevrolet Impala

– Season setups have been updated.

NASCAR Monster Energy Cup Chevrolet SS

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR Monster Energy Cup Ford Fusion

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR Monster Energy Cup Toyota Camry

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR Whelen Tour Modified

– Season setups have been updated.

NASCAR XFINITY Chevrolet Camaro

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR XFINITY Ford Mustang

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

NASCAR XFINITY Toyota Camry

– Contingency decals have been updated for the 2018 season. – Season setups have been updated.

Porsche 911 GT3 Cup Car (991)

– Anti-roll bar stiffness has been increased. – Drivetrain stiffness has been increased.

Porsche 919 Hybrid

– NEW CAR! – – The Porsche 919 Hybrid has been added to the iRacing virtual garage! – – This is a Le Mans Prototype (LMP1-H) race car, and is now available for purchase in the iRacing Store. – – – The Porsche 919 Hybrid marked Porsche’s return to prototype racing after a successful program with the RS Spyder ended in 2011. The 919 made its debut at the World Endurance Championship (WEC) 6 Hours of Silverstone in 2014 and ultimately finished the season championship in third. In 2015, Porsche would return to its winning ways by earning victory at the 24-Hours of Le Mans and the overall season championship as well. The Porsche 919 would go on to win the Le Mans 24 and the WEC championship in 2016 and 2017 as well. – – – http://members.iracing.com/membersite/member/CarDetail.do?carid=100

Ruf RT 12R

– (Track) – Season setups have been updated.

Silver Crown

– Season setups have been updated.

Sprint Car

– Season setups have been updated.

V8 Supercar Ford Falcon circa 2012

– Fixed an issue where the mirrors were not using the correct aspect ratio.

TRACKS:

Atlanta Motor Speedway

– (Oval) – Track surface grip level has been increased slightly.

Circuit des 24 Heures du Mans

– Adjusted the audio system for the jet flyover.

The Dirt Track at Charlotte

– NEW TRACK! – – The Dirt Track at Charlotte has been added to the digital landscape of iRacing! – – This dirt oval track is now available for purchase in the iRacing Store. – – – This is a stand-alone track; this is not a new configuration for Charlotte Motor Speedway. – – – A 4/10 mile dirt track located across the street from its big sister – the Charlotte Motor Speedway, the Dirt Track at Charlotte was built in 2000 and hosts many weekly dirt series throughout the year including UMP Modifieds, Dirt Late Models, and Dirt Sprint cars. The World of Outlaws dirt series have held their finals at the Dirt Track at Charlotte as well. – – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=314

Limaland Motorsports Park

– NEW TRACK! – – The Limaland Motorsports Park has been added to the digital landscape of iRacing! – – This dirt oval track is now available for purchase in the iRacing Store. – – – One of Ohio’s favorite dirt tracks, Limaland Motorsports Park is known to locals as Northwest Ohio’s Quarter Mile of Thunder. The track is owned and operated by the University of Northern Ohio (UNOH) and host Friday night racing throughout the racing season. This offers the university students a unique opportunity to compete in professional level racing while attending school. Originally opened in 1935, Limaland Motorsports Park hosts a variety of dirt classes on a weekly basis included including UMP Modifieds. – – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=303

Phoenix International Raceway – 2008

– (Rallycross) – An extra Joker Lap checkpoint has been added to fix a problem where the second half of the Joker Lap was considered valid for the Split Time sector.

Pocono Raceway

– UPGRADED TRACK! – – Pocono Raceway has been significantly updated to a version circa 2016, and includes a re-pave of the track surface. – – The original Pocono Raceway has been re-named “Pocono Raceway – 2011”. – – This asphalt oval track is now available for purchase in the iRacing Store. – – This track upgrade includes the following: – – – Re-scanned and re-photographed the track. – – – Using that scan, modeled new track geometry from scratch. – – – Created brand new track surface textures for every surface using our latest methods. – – – Upgraded a variety of the most prominent track objects from the old track by re-modeling and re-texturing them to our current art standards. – – – http://members.iracing.com/membersite/member/TrackDetail.do?trkid=277 – Ownership of this track will be automatically granted to users who already owned the previous version, Pocono Raceway – 2011.

Pocono Raceway – 2011

– This track is formerly known as “Pocono Raceway.” – – It has been renamed to “Pocono Raceway – 2011” to make room for the upgraded version of the track.

– Ownership of this track will be automatically granted to all iRacing users, and it is now considered part of the default iRacing content.

Richmond Raceway

– This track is formerly known as “Richmond International Raceway.” – – It has been re-branded “Richmond Raceway” to reflect the changes to this track in the real world.

Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list.

Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy!

Image Space Incorporated has released a new version of Estoril (or Portugal International as it is officially-named) for their rFactor 2 simulation.

Estoril has been one of the tracks that have been in rFactor 2 ever since the first public build and as such, the track has received a major upgrade to bring it to the latest spec, resulting in a quite long changelog as you can see below!

Back in 2010 simbin studios announced the news that they were working on there 3rd installment of the very successful GTR series.

SimBin have announced that a new GTR game is in the pipeline, aiming to take gamers back to their roots of the basic concept "easy to drive, hard to master". The game will feature a new graphics engine, rumoured to be the first Lizard based game, and will be based on an FIA GT Championship - and whilst it is not yet confirmed which, it is rumoured to be the new FIA GT1 World Championship series.

SimBin have announced that the game will feature comprehensive online features including a downloadable-content plan. It is further rumoured that the game will be fully iOpener-enabled.

Update: 15/1/2012 simbin released some eye catching renders

Simbin have released 10 new screenshots / renders for GTR3 , showing the design process for the P4/5 Competizione car included in the game.

March 30 – 2012 – SimBin Studios has evolved significantly over the last year. Strong investments have led to the employment of new and experienced developers from all over the world, a new state of the art office as well as new projects currently in the making.­­

In the line of these changes, Henrik Roos, one of three founders of SimBin and the CEO of the company, has decided to step down from his position. Henrik is turning the leadership of SimBin Studios AB into the capable hands of Klaus Wohlfarth, the owner of KW Automotive, and the main investor and shareholder of SimBin Studios. Henrik Roos will continue to support the company as a business consultant.

”It feels strange and sad to step down from my role as CEO for SimBin after 10 years of ”marriage” with the company. It is with joy in my heart that I turn the company into the trustworthy hands of Klaus Wohlfarth and his management team. I will for sure follow and support SimBin in its future endeavors, but my family needs me and I also have new and exciting opportunities to explore” says Henrik Roos.

Today, SimBin, RaceRoom and KW Automotive provide a wide product line of software and hardware products within the racing games industry. All three companies are 100% dedicated to motorsports and have a true passion for all things motorized, living up to the statement: “We Are Racing”.

“It is our intention to provide people with the best opportunities to become virtual racers. By controlling the complete production chain in all areas, we are able to offer complete solutions that include software, hardware as well as the overall concepts. The combination of all these values in one, offered by RaceRoom, is a unique concept in the world” says Klaus Wohlfarth.

Additionally, SimBin is happy to inform that the company is working on a Free2Play game platform. Further details will be revealed later this year.

Final Update: 26/6/2012

Simbin have announced that they have officially licensed the Dutch Zandvoort track for inclusion in a future title.

We don't know which game this will be for yet, but we've added some rather impressive screenshots of the new track to our GTR3 game profile. It is not known whether this is linked to the recent Aquilia CR1 screenshots released in May.

Sad to say that this game title never made it to be published and after reading some comments made by past employees things got a little heated,It's a shame the sim racers never got to try this promising title out as am sure it would of been a huge hit amongst sim racing fans worldwide.

RaceRoom is the premier free-to-play racing simulation on PC and home to official race series like DTM, WTCC, and ADAC GT Masters. Enter RaceRoom and enter the world of a professional race car driver.

A selection of free-to-play race cars and tracks are yours to drive with unlimited wheel time in multiplayer and single player games modes. Sponsored competitions and other free-to-play events allow you to enjoy premium game content at no cost.

Additional cars, tracks, and liveries can be bought individually or as packs inside the game store using an in-game currency called vRP, which is purchased using your Steam Wallet.

Key Features

Free to play - Eat, Sleep, Race, RepeatA premium racing simulator is yours free-to-play on the PC. Race endlessly alongside the world’s most talented drivers in online multiplayer and single player game modes.

Your dream car is here - Grab your pickBMW, Mercedes-Benz, Audi, Chevrolet, Ford, McLaren, Pagani, RUF, Radical, Volvo, Saleen, and more to come. These manufacturers bring the best minds in racing together to dominate the world of motorsport and the machines they create are precision instruments of power, perfection, and speed. We are proud to present them in the digital form for your enjoyment.

Speed is a universal language - Hit the roadGoing fast is a worldwide pastime and many of the most beautiful points on the globe are home to miles of thrilling blacktop. Start racing and conquer these places for yourself.

Up Close and Personal - Stand among the giants of racingNo game gets you closer to professional racing and the drivers that make a racing series great. RaceRoom is home to WTCC, DTM, and ADAC GT Masters, with more to come.

Realism - Every sense touchedYou will see, hear, and feel what a race car driver does behind the wheel. You’ll grow smelly from intense focus and the resulting perspiration, and all you control is the taste at the end of the race. Will it be that of sweet victory... or bitter defeat? The experience of racing is yours and it’s unforgettable.

Accessibility - Racing is a family sportNovice, Amateur, and Get Real game modes cater to drivers of all ability. This game is fit for the entire family, so start driving today with your Steering wheel, keyboard, or gamepad.

The pursuit of perfection - Single PlayerRefine your skills against intelligent and challenging computer driven opponents. Use the Adaptive A.I., which automatically adjusts opponent difficulty based on your performance, or customize opponent difficulty to your liking.

Defeat the competition - Online MultiplayerLine up with a grid of twenty-four players as you battle new friends and rivals in online multiplayer races.

Competitions - Capture gloryCompete against the world’s greatest drivers in sponsored competitions from Mercedes-Benz, EURONICS, DTM, ADAC GT Masters, and more. These competitions also allow free players access to premium content throughout the duration of most events.

Fast paced gameplayBe ready to break a sweat! Racing is the ultimate in twitch gameplay. No time for breaks, no room for mistakes. You are on point or you are into the weeds. Push harder, go faster, and reap the rewards of an adrenalin induced smile.

Important Info/DLC Purchasing Policy

R3E user accounts are associated with the user’s Steam account for security and transactions through Steam Wallet. A Steam account can use multiple R3E accounts by using the ‘switch accounts’ function in the R3E Account Settings.

Upon purchasing an R3E DLC via the Steam Store, an R3E user account will be permanently associated with that Steam account and it will no longer be possible to switch accounts. The option to switch accounts will be permanently removed from the R3E Account Settings.